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Features
  Design Language: Designer Derivations
by Noah Falstein
18 comments
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September 10, 2008 Article Start Previous Page 2 of 3 Next
 

Dave's account reminded me of several experiences of my own. I also was motivated to improve an existing clunky old-school computer game, in my case a text-based Star Trek game written originally in Fortran. It was played on teletype terminals, which looked like very clunky typewriters. The player input consisted of just typing numbers corresponding to commands, and the output was all text printout on paper as well.

Still, the original Fortran game had several aspects that frustrated me and that had nothing to do with the hardware limitations, so I set out to first reproduce and then improve the game, like Dave, writing in APL. Never very well known, APL (which stood for "A Programming Language") was an incredibly arcane but very powerful language that used a set of Greek letters as well as other made-up symbols. I have to admit that's part of what appealed to me about the language.

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Many designers began with paper and other non-electronic means before moving on to computers. For example, James Everett of Sidhe Interactive wrote:

Lego and paper designs for NES, then Genesis, games were my earliest pokes at game design. The most elaborate I remember was a 2D fighter called Warriors of the Worlds or something similar that was Street Fighter-ish with a dozen characters, each with backstory, move sets, and a stage with hazards. I think that was around grade 4 or 5. I wish I still had the notebook that filled, but my Mom tossed it out during a cleaning binge a couple of years ago.

I wrote a bunch of choose your own adventure type games in BASIC in junior high school and started editing maps in Duke 3D for us to play on a local computer training center's LAN. Then I got stuck when trying to make maps for the Quake engine based games as my home computer took forever to compile them and it would slow to a crawl, so when Mom or Dad tried to use it they'd think it was broken and reboot the machine. But I made more progress with the original Unreal when I managed to scrape together my own computer out of spare parts from the computer shop I was working at.

But James brings up a point that plagued me and many others -- most of those early designs were lost or discarded, often many years ago. I ran across some counters from a very elaborate board game I made when I was 16, very much like a paper version of the Game Boy/Nintendo DS series Advance Wars.

I have cardboard cutouts of tanks, planes, ships, oil wells, uranium mines, and hundreds of little fuel and ammunition markers, but not even a photograph of the huge cardboard map I made, that was just too big for me to grab when my parents finally sold off the house I grew up in. It's a good lesson for budding developers to archive their materials -- a lesson that Josh Jay of Epic Games somehow knew instinctively, standing out as one of the few who held onto his early game efforts:

My early board games really weren't anything other than multilevel sets with spaces drawn on them and monsters drawn onto pieces that could be placed into the level to chase the player around. Gameplay rarely consisted of die roll races to beat the monsters out of the map, and I had more fun making the 3D sets than writing the rules.

In the third grade I made a rambling set of cardboard tubes and boxy rooms based on The Bernstein Bears and the Spooky Old Tree (one of my favorite books as a kid). I built the trunk that the bears crawl through, the stair case that the alligator bites in half, and the rest of the path that they run through to escape the tree (including the suit of armor that drops the axe in their path). I remember going crazy trying to get the path of the physical model to conform to what I saw in the illustrations and felt frustrated having to fudge it.

After a while, I got tired of making 3D cardboard sets and really got into writing the rules after getting hooked on the Choose Your Own Adventure and Pick-A-Path books and started writing my own with super simplistic fighting rules. I never finished a single one but I started about four or five different story games.

It wasn't long afterward that I discovered the D&D rule books at the public library in the fifth grade and got really super obsessed with that. I found that crossword puzzles made really neat dungeon maps. I started "porting" over my story game fighting rules into a more nonlinear game where players could wander all through the halls of the crossword puzzle and I told encounter stories through hand-painted acrylic and colored pencil comic strips.

I never finished any of those either (great preparation for the game industry) because then I discovered Zork and the earlier graphical Infocom games.

And Josh provided this intro to some pictures he preserved from his early work:

So... this is Raid on Castle Dracula. It was a fighting game comic book inspired by the Pick-A-Path/Fighting Fantasy game books. I had the first seven pages that lead up to the first fight but god knows where the rest of it went. I had never messed with acrylic paint before , but I was pretty sure it would mix well with watercolors, rubber cement, color pencils, and Sharpie (it really doesn't.)

Josh's creativity as an artist and designer was clearly in evidence from a young age!

 
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Comments

Phil O'Connor
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Fascinating article, pretty much sums up my experience. I started using my grandfather's gambling dice and little plastic soldiers you could buy at the corner store to create elaborate battles with my brothers. Design is in the blood, thats for sure. When I interview for design positions, I always ask about their childhood design experience. Some people find that strange.....

Rayna Anderson
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great article! I must have missed the previous one, because I'm pretty amazed to discovred that in Myers-Briggs other designers fall into E/INTJ, because that's exactly what I am (with E/I split exactly down the middle).

When I was real little and our parents made us play outside, we made up a tag-like Frogger game, with the sidewalk as the road. Some of us were cars the others were the frogs. I remember playing that pretty frequently:)

When I was a teenager, I drew out maps of an imaginary world of mine, which then grew into maps of countries from that world, which then spawned maps of cities from those countries, even showing residential and retail spaces on those maps.

Tonight I'm going to go home and see if I've still got any of them kicking around somewhere...

Oliver Snyders
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Great article! Really interesting to read about such a diverse list of developers and their design routes.

Mine was Lego and an army of action figures (GI Joe, He-Man, Dino-Riders etc.) taking hours to set up the scenario and then blitzing through it in a few minutes. Just like real games!

Oliver Snyders
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Doh! Design *roots*, but routes also kind of works.

Nick Halme
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Some spaces would have been nice in this article ;)

Funny you should mention the Myers-Briggs test, we did one in my game design class and the majority were INTJ (myself included) with a sprinkling of others.

And now that I look back on it, I was creating Warcraft II maps when I was seven, in fact I started creating maps before I even played the actual game (only because I thought it WAS the game for about an hour, until I noticed something was up).

Hélder Gomes Filho
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Really nice! I am INTJ myself :)

But the best part is that I done my own games too, altough usually "mods" of Monopoly (I loved its board, unfortunally my dog ate it), and other board games, but they all ended being too complex, with noone willing to play with me (I was satiated only when I played Civilization... altough even Civlization do not had some things that I wanted, and I planned a EVEN MORE COMPLEX version of it Oo)

I also made attempts to port eletronic games to real world, several attempts in fact, I made even plataform games Oo I drew the plataforms in a paper, and asked my counsins to show their route with a finger, then I told them how they died :P Since few of them was mature enough (I am the oldest) to understand my puzzles...

Also I became RPG master (and I also ended writing my own RPG system), I changed rules of physical games (sometimes on the middle of the match... not really changing the rules in this case, just using them to the limits for my favor, like saying that to catch someone you need to really CATCH when my oponent just touched me...)

Yes, this is the nature of the designers :) Altough I am near INTP too (in fact J and P with me is ambiguous), and I am also a programmer (altough I learned to program to create my own games on a 286)

brandon sheffield
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Nick - it was a formatting error - everything should be dandy now!

Nat Loh
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I made all sorts of game designs when I was young but mainly due to financial reasons, fell out of playing games (sometime into the Genesis era). I'd play an occasional PC game here and there but didn't really design anything new. It wasn't till the Playstation 2 did I really start playing games again and exploring my childhood dream of making games.

Early memories: made games on graph paper my dad would bring home from work, excitebike, loderunner, and a wolfenstein map editor my brother downloaded from a BBS.

Recently, I had my mom mail me a big box of most of my childhood drawings and designs. Fun to see what an 7-10 year old version of me could understand.

INTP!

Noah Falstein
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Glad people liked it. And the Myers-Briggs thing was pretty interesting, it would be fun to organize a mass testing at GDC and take a look at the correlations between profession and score.

Sean Parton
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A thoroughly entertaining article. Even as a Designer and Dungeon Master myself, I underestimated D&D being such a common factor among designers.

JeanMi Vatfair
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That's true about me also.
I discoevered video through platformers. I was 10 and I can remember of drawing and painting whole platformers levels of my own, even designing playable characters and monsters, little challenges, ...
At 14 I was reading many branching narrative books (from Steve Jackson and Ian Livingstone). So I decided to start writing my own, along with a world and its story.
Then I started to play Magic: the Gathering and it absorbed all my creativity for some years :-)
Glad to be in a design position right now.

Phil O'Connor
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PS: ISTP with even split in I and E

Tony Dormanesh
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Darn, I wish I had seen the article before. Being a DM for many years most definetly gave me the tools needed to become a game designer. Cool to see how wide spread it is.

I used to modify the rules of games like Risk. (I remember some paratrooper rules.)

One of my great accomplishments was an additional map for the Aliens boardgame, called The Hallway of Death. It was such a death trap no one has ever beat it, but everyone had fun trying and we kept records of who got the farthest. People who played that map talk about it to this day. The defining feature was a narrow bridge that had to be crossed. So many marines were killed by aliens on that bridge that it was dubbed "The Buffet Line", because it was like the aliens were at an all you can eat buffet. lol. My first lesson on game balance maybe?

Mark Brendan
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How interesting. I rate as INTJ on the Myers-Briggs scale too, which I always thought was quite a rare type (about 1% of the population), but seemingly typical if you’re a game designer. I designed my first game at the age of 12, which was D&D (no really, it's kind of true)—I’d played it, never got the chance to go back to that particular group, and had to wait at least 6 months until Xmas to get my own copy. So in the interim I made up my own rules based on what I vaguely remembered, filling in the memory blanks and the mysteries of the GM with my own rules. Nowadays I try to avoid me too design where possible though ;-P

Finn Haverkamp
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Nice article. The games I can remember making off the top of my head were in middle school. Back when we were into DBZ, my brother and I designed a real fighting game, so to speak, where we actually fought DBZ style on our front lawn. There were rules to all of the madness too, though I dont remember them.

We also made a really fricken cool turn based game about Pokemon, back when waking up at 6:00 am to watch it was the highlight of the day. We played on a big cement slab next to our house. I remember we had various colored chalk circles on the cement that you moved between, gaining stat bonuses depending on your elemental type. It was wicked fun.

Another game I can remember is this sock war game we played on our trampoline based on Blitz Ball from Final Fantasy X, because we watched our older brother play through the whole thing. I think our game was called Trio. It was also turn based, I think. You had to jump in different styles and hit certain body parts of the other players.

The last game I can think of was this awesome copy-cat style game my brother and I made when we were 8 or so. It was called Sue You. One of us would launch a soccer ball at our outdoor shed wall, next to which was stacked a bunch of junk. Then we would sue the other player for however much we wanted, 20 grand, to perform the exact same kick. It was awesome.

Matthew Bozarth
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http://onlyagame.typepad.com/only_a_game/2006/09/introduction_to.html

This guy has written quite a few articles on Myers Briggs and temperaments and how it relates to gameplay and design.

Randy Vazquez
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Very fun Read. I can imagine everyone thinking back to the days of old.

I must say that Lego's and creating epic battles with them started my hunger for designing games. Started with base lego models, created from imagination then assigning stats to each type of weapon I wanted, all based off a d6 system, and then had a level system for pilots of the machines so freinds could level up their pilots and reincarnate..... /disgresses into memory lane.

Thanks again for the fun read, great article.

Anne Toole
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I am borderline with the M-B tests and once got two different answers on two different tests on one day. I suspect, however, that I am INTP.

As for designing games, I started in elementary school. I remember my sister and I made a sort of live action game called Spy involving little fabric balls which were actually microchips. I remember very carefully handwriting the rules. We also created a board game called Desperate Measures. The board was laid out like a city and players were allowed to steal.

I didn't run D&D growing up since no one wanted to play, so I made my sister DM, then my friends when she was away. She liked drawing the PCs' and NPCs' pictures the most, and of course now she's an artist.

I do think the design-a-game instinct is strong for everyone, though. Everyone has house rules for Monopoly, for example.


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